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Companions won't teleport to bridge..


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I've played MZ through several times before with much the same setup, but never experienced quite as many problems as I'm having with it now. Most I can fix or work around by myself, but this one beats me and I haven't found any suggestions to resolve it other than reload from a save before the space-walk that ends Among the Stars and begins This Galaxy Ain't Big Enough.

 

The quest was jumping completed stages and going straight to "kill the alien captain" by the time I was working my way through the weapons lab, this problem seem to begin at roughly where you encounter the experimental drones (the experimental drone cannon wasn't there) and then the quest auto-completed up the aforementioned stage. After several attempts I realised that if I didn't have it as my active quest in the pip-boy, the stages would complete normally, although again the drone cannon ex-b wasn't there. Things progressed well, nothing more untoward happened until I left the living quarters for the bridge. I cleared the bridge, killed the alien captain, looted his sidearm, then.. nothing. After pressing the teleporter control, nobody came through, the red alien head didn't appear, and although the objective for killing the captain was marked as complete, secure the bridge wasn't.

 

I tried using completeallobjectives, the secure the bridge objective did complete but still nothing happened. I tried setting to the next stage, and got the new objective "destroy the attacking alien ship" but nothing else happened, no companions, no alien head, no enemy ship. I tried moving the ally npcs to me, they just run back into the teleporter. I moved to them, and they were just stood around the row of three teleporters in the lab, not doing anything.

 

I've reloaded from a save before the Among the Stars quest starts multiple times. I've even played through the entire DLC from just prior to the abduction scene several times too, getting hacked off with it now, it always fails at the same point after killing the alien captain. I'd really appreciate any constructive suggestions.

 

Steam GOTY version with latest UUF3P, no obvious mod conflicts that I can see in FO3Edit, other than bugfixes and retextures I haven't done much with MZ in terms of modding. Apparently this MZ problem is a known vanilla bug from way back, although I'd not experienced it until very recently. Nobody seems to know how to fix it other than reloading saves, which I've been doing. Still happens exactly as described even with all mod masters and plugins disabled inc UUF3P and with the just the base game and DLCs loaded.

 

Other current MZ problems, for reference:

 

Sally won't open the doors in the Eng Core after you wake up the captives, she gives her "Oh no that poor spaceman..." speech when Col. Hartigan dies, runs to the vent crawlspace but stays there. CompleteAllObjectives and Setstage advance the quest, but she still doesn't open the forecefield or doors. Objective remains stuck on "Talk to Sally." Fixed by disabling/enabling her before you go into the Engine Core from Steamworks.

 

Sally won't open the doors to her secret storage room at the back of the Eng Core, again she just crawls into the vent and stays there, forcefield doesn't drop. Fixed by saving her Child at Heart dialogue until after you've been through the waste disposal unmarked quest Steerage Rats, once you're back in the Eng Core she correctly takes you to the secret room and opens the doors for you.

 

Sally (that kid again!) won't open the doors from the observation deck to the corridor leading to the teleporter room, where you leave the team behind and enter the weapons lab with the objective to reach the bridge. This I fixed by not having the quest active in my pip-boy, she then runs to the door and opens it, then gives her "oh no they turned this teleporter off too, you'll have to go it alone..." speech. Not having the quest active also fixed the objective auto-completing before I reached the bridge.

 

The experimental weapons drones don't drop experimental drone Ex-B cannons, just normal ones. I also noticed that they seem to have trouble mounting their cannons once activated. Haven't seen that before.

Edited by Guest
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